08.11.2014 Views

Script Sample - Musicline

Script Sample - Musicline

Script Sample - Musicline

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

12 Time Lord – <strong>Script</strong><br />

(perhaps with pre-recorded film of each move). The effect of the cupboard turning into a<br />

time machine can be achieved by turning round the walls to reveal controls and screens<br />

etc., as in Star Wars or Doctor Who. The effect of being in a time machine may be<br />

enhanced by the use of a smoke machine and/or stage lighting (as much as you can<br />

muster). Small LED lights in the set can also help with the illusion that the actors are in a<br />

futuristic space machine. This is the biggest challenge and should be done with as much<br />

imagination, care and enthusiasm as possible.<br />

Scene Three: The Old House, 1942 – This should be similar to the setup in Scene Two as<br />

it takes place in the same room, but 70 odd years earlier. The walls can be turned back<br />

from the Time Machine to revert back to the living room and the cupboard should be as it<br />

was, without the wallpaper covering. Some furniture and props such as a wireless (radio)<br />

could be used to give the impression of the 1940s. Use whatever is available or obtainable!<br />

The game needs to be on set again as there is a throw of the dice that takes the characters<br />

back through time; however the Time Machine is not revealed this time. They move inside<br />

the cupboard under Track 7 and return into the next scene: the Crimean war in 1854. There<br />

is a sound effect of distant guns that continues after the music into the next scene for as<br />

long as necessary.<br />

Scene Four: The Dardanelles, 1854 – This can be performed downstage (towards the<br />

audience if using traditional theatre layout) and can be very simply staged using at least<br />

three camp beds or just three mattresses or cushions laid out on the floor. Florence<br />

Nightingale can come from the side and the lighting should be dim enough so that her lamp<br />

or lantern can be seen brightly. There could be an outline of a tent around the scene to<br />

depict the kind of temporary hospital there would have been during the Crimean War. The<br />

lamp should be able to shine so an electric torch or stage lantern should be adapted (an oil<br />

or candle lamp would be dangerous).<br />

Scene Five: The Dark Cave – As with Scene One, this scene could be performed in front<br />

of a rostra, or perhaps to the side of the main acting area. Three chairs are required with a<br />

table in the centre. The lighting should once again be dark until the ‘Rap-off’ when pulsars<br />

or coloured lights could be used if available. A ‘dummy’ stage mic. could be brought on for<br />

the rappers if desired.<br />

Scene Six: The Time Machine – The walls should be rotated to ‘inside the time machine’<br />

as set at the end of Scene Two. Again, much use should be made of lighting and other<br />

special effects. The game and dice are again required to take the actors back to 1808 and<br />

Beethoven’s music room.<br />

Scene Seven: Beethoven’s Room, Vienna, 1808 – This scene requires a simple desk or<br />

table, which could be adapted to look like an early piano for Beethoven to work on. He also<br />

needs a chair and an ear trumpet (perhaps made from card and painted if nothing brass is<br />

available). Towards the end of this scene the Dinopod guards move the children away from<br />

Beethoven’s work space so that he can disappear, either on his own, by lighting the others<br />

or perhaps by placing some scenery in front of him. Lord Emit and later the children exit on<br />

the opposite side of the stage.<br />

© <strong>Musicline</strong> Publications Ltd.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!